Joe Fixit rework idea
Boomfiend527__
Member Posts: 89 ★
Joe Fixit has an interesting design that would be fun to play if he wasn’t so far behind the more meta science champs that are packed with damage and utility. The main problems are his lack of damage and disfunction of his suit bonuses. This rework updates the suit bonuses and how they are activated to make Joe Fixit more relevant and fun to play.
The first issue with Joe Fixit currently is the contradiction of the two red suits. To fix this, I have both changed the sig ability so he can’t have two suits active, and changed the Diamonds suit to include a flat Attack and Critical Damage bonus.
Secondly, Joe’s Cunning buff increases his critical chance, but not his crit damage. Joe already gets loads of crit from various synergies and so this buff isn’t terribly effective. Because Diamonds is already the big damage suit, I included the ability to bypass armor and resistances for utility instead.
The old Joe Fixit’s Spades suit just inflicted Weakness and Fatigue debuffs, which really don’t do much unless you are relying on the despair mastery for heal mitigation. For more utility, I swapped Exhaustion debuffs for power control/reversal, and in general I added a Slow debuff that is refreshed by inflicting Exhaustion.
New additions to my version of Joe fixit include an updated Gamblers Ruin that incorporates a Betting mechanic. Also, I added the Slow debuff, updated the specials for the Betting mechanic, and updated the Bleeds on special attacks.
The first issue with Joe Fixit currently is the contradiction of the two red suits. To fix this, I have both changed the sig ability so he can’t have two suits active, and changed the Diamonds suit to include a flat Attack and Critical Damage bonus.
Secondly, Joe’s Cunning buff increases his critical chance, but not his crit damage. Joe already gets loads of crit from various synergies and so this buff isn’t terribly effective. Because Diamonds is already the big damage suit, I included the ability to bypass armor and resistances for utility instead.
The old Joe Fixit’s Spades suit just inflicted Weakness and Fatigue debuffs, which really don’t do much unless you are relying on the despair mastery for heal mitigation. For more utility, I swapped Exhaustion debuffs for power control/reversal, and in general I added a Slow debuff that is refreshed by inflicting Exhaustion.
New additions to my version of Joe fixit include an updated Gamblers Ruin that incorporates a Betting mechanic. Also, I added the Slow debuff, updated the specials for the Betting mechanic, and updated the Bleeds on special attacks.
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Synergies
What Are the Odds (Domino)
Joe Fixit: Up to +15% chance for a Bet to pay off based on how high the stakes are.
Domino: Perfect critical hits instantly deal 1% of the opponent’s max health as physical damage.
Clean Cards (Gambit)
Joe Fixit: Stakes removed by Heavy Attacks add 100% potency to a 2% Precision passive that lasts for 7 seconds.
Gambit: Generate Prowess 50% faster.
Black Iso Mafia (Kingpin)(Hood)(Vulture)
Joe Fixit: While under the effects of a poker suit, generate 70% less power in the opponent.
Kingpin: Knocking down the opponent refreshes all Black Iso-8 debuffs on them and inflicts another.
Hood: While the opponent is Hexed, Staggers get -4 seconds on their duration and Hood gains +500% Health gain rate.
Vulture: Gain +9% Critical Rating after activating a sp3.
Other Side (Hulk)
Joe Fixit: Gain +5% max power on critical hits.
Hulk: Up to +50% power rate based on Attack bonuses.
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Sig Ability: Stacked Deck
Special Attacks
- Gain a flat +35%** chance that Joe’s current Bet is the winning suit.
- This ability is immune to ability accuracy reduction.
**depends on sig levels
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Abilities
Passive
- An enhanced immune system provides full immunity to all known poisons of the Battlerealm.
Gambler’s Ruin - Passive
- Joe Fixit loves to gamble, Betting on a selected poker suit at the start of the fight and whenever he lands a heavy attack.
- On critical hits, Joe raises the stakes of his current Bet, both increasing the payoff potency by 25%, but reducing his Fury passive potency by 6% until he next selects a suit. The stakes can be raised up to 15 times.
- Landing a special attack gives Joe’s current Bet a 50% chance to pay off, granting him a bonus effect based on the suit of the Bet. Mr. Fixit cannot place another Bet until his current bonus or Fury passive ends.
- HEARTS: Joe activates his accelerated healing factor, recovering 1% max health per second for 10 seconds.
- DIAMONDS: Mr. Fixit’s gamma-based strength increases his Attack by 107% and Critical Damage by 40% for 10 seconds.
- SPADES: Joe Fixit is more than a dumb brute, and will take advantage of those that think he is, bypassing 26.7% of Armor and resistances on critical hits for 10 seconds.
- CLUBS: Mr. Fixit isn’t afraid of a couple dirty moves to make his punches hurt, refreshing any Slow debuffs and inflicting a 9 second 20% Exhaustion debuff that also reduces power gain by 40% on critical hits for 10 seconds.
- If Joe’s current Bet doesn’t pay off, he instead gains a Fury passive, increasing Attack by 10% for 12 seconds.
Heavy Attack
- Joe Fixit can read the situation to know the best Bet, randomly switching the suit he is currently Betting on and removing all raised stakes.
Special 1
- If Joe’s current Bet is a red suit, he gains +15% Block proficiency for 10 seconds.
- If Joe’s current Bet is a black suit, he gains +12% Critical Rating for 10 seconds.
- Each hit of this attack has a 30% chance to inflict Bleed, dealing 70% Attack over 4 seconds.
Special 2
- If Mr. Fixit’s current Bet pays off, then this attack inflicts Stun for 3 seconds.
- 100% chance to inflict Slow for 14 seconds, reducing the ability accuracy of the opponent’s evade and unstoppable effects by 100%.
Special 3
- 100% chance to inflict Stun for 1.5 seconds.
- This attack guarantees that Joe’s current Bet pays off.
- This Stun gets up to +10.5 seconds based on how high the stakes were.
- 100% chance to inflict Bleed, dealing 160% Attack over 3 seconds.